გეიმპლეი (Georgian Wikipedia)

Analysis of information sources in references of the Wikipedia article "გეიმპლეი" in Georgian language version.

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archive.org

  • Lindley, Craig (June 24–26, 2004). „Narrative, Game Play, and Alternative Time Structures for Virtual Environments“, Technologies for Interactive Digital Storytelling and Entertainment: Proceedings of TIDSE 2004. Darmstadt, Germany: Springer, გვ. 183–194. DOI:10.1007/978-3-540-27797-2_25. ISBN 978-3-540-22283-5. „.. gameplay gestalt, understood as a pattern of interaction with the game system." ("A gestalt may be understood as a configuration or pattern of elements so unified as a whole that it cannot be described merely as a sum of its parts."); ".. In general, it[game play gestalt] is a particular way of thinking about the game state from the perspective of a player, together with a pattern of repetitive perceptual, cognitive, and motor operations. A particular gameplay gestalt could be unique to a person, a game, or even a playing occasion. Unique game play gestalts can also be identified across games, game genres, and players.“ 
  • Salen, Katie; Zimmerman, Eric (2004) Rules of Play: Game Design Fundamentals. Cambridge, Massachusetts: The MIT Press. ISBN 978-0-262-24045-1. „Game play is the formalized interaction that occurs when players follow the rules of a game and experience its system though play.“ 

books.google.com

bth.se

  • Lindley, Craig; Nacke, Lennart; Sennersten, Charlotte (November 3–5, 2008). „Dissecting Play – Investigating the Cognitive and Emotional Motivations and Affects of Computer Gameplay“. Proceedings of CGAMES 08. Wolverhampton, UK: University of Wolverhampton. ISBN 978-0-9549016-6-0. დაარქივებულია ორიგინალიდან — 2015-09-23. ციტირების თარიღი: 2015-12-14. ციტატა: „The experience of gameplay is one of interacting with a game design in the performance of cognitive tasks, with a variety of emotions arising from or associated with different elements of motivation, task performance and completion“

doi.org

dx.doi.org

  • Lindley, Craig (June 24–26, 2004). „Narrative, Game Play, and Alternative Time Structures for Virtual Environments“, Technologies for Interactive Digital Storytelling and Entertainment: Proceedings of TIDSE 2004. Darmstadt, Germany: Springer, გვ. 183–194. DOI:10.1007/978-3-540-27797-2_25. ISBN 978-3-540-22283-5. „.. gameplay gestalt, understood as a pattern of interaction with the game system." ("A gestalt may be understood as a configuration or pattern of elements so unified as a whole that it cannot be described merely as a sum of its parts."); ".. In general, it[game play gestalt] is a particular way of thinking about the game state from the perspective of a player, together with a pattern of repetitive perceptual, cognitive, and motor operations. A particular gameplay gestalt could be unique to a person, a game, or even a playing occasion. Unique game play gestalts can also be identified across games, game genres, and players.“ 

web.archive.org

  • Lindley, Craig; Nacke, Lennart; Sennersten, Charlotte (November 3–5, 2008). „Dissecting Play – Investigating the Cognitive and Emotional Motivations and Affects of Computer Gameplay“. Proceedings of CGAMES 08. Wolverhampton, UK: University of Wolverhampton. ISBN 978-0-9549016-6-0. დაარქივებულია ორიგინალიდან — 2015-09-23. ციტირების თარიღი: 2015-12-14. ციტატა: „The experience of gameplay is one of interacting with a game design in the performance of cognitive tasks, with a variety of emotions arising from or associated with different elements of motivation, task performance and completion“